Ever been involved in writing & releasing a game? Or any piece of software? Launched a website, or otherwise shipped something of your own creation? Yes, it can be a bit weird sharing this stuff on ITM. People might call you out for spamming, bragposting or just being too much of a nerd. Well, screw that noise. We’ve got a raft of talent in here, and in this thread, we share and show off.

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I'll start with my wee contributions to the Pandora repo. This is mere pond scum in the scheme of things, but we need to break the ice.

I should point out that with one exception, I didn't actually write any of this software - I just ported it. Almost no source code was touched.

Seq24 is a simple but pretty cool MIDI sequencer. My first attempt at porting anything. The Pandora's USB port means you can use Seq24 to drive hardware synths, which rocks.

Timidity gives Linux the soft-MIDI capabilities that you take for granted in Windows. Think game music (Doom), playing MIDI files (canyon.mid all night long), or allowing a MIDI sequencer (like Seq24, hello) to make noise without plugging in external MIDI hardware.

Viewnior is a boring photo viewer. Someone asked for the port, and it was literally a make-install. Never used it myself.

SnapSnap was the one thing I wrote, although it's just a set of bash scripts that help people use the inbuilt screenshot utility (which is a CLI command). It assigns a hotkey for screenshots, has an adjustable auto-timer function (game reviewers love that), all done with cool little dialogue boxes & notifications. I was pretty chuffed with this one.

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I’ve cobbled a few websites together too (and lawdy, I am no web dev either). The one I’ll share is a shining example of something that is almost too nerdy for the nerd forum, and I’m getting those awks feels already. Anyway. In about my 300th hour of playing DayZ I started to want a better way of accessing game info, so I created http://www.dayzoverlay.com/

It’s nothing but a web page with some links on it, designed to be set as your Steam browser home page. In game, you just have to shift-tab and you’ve got the DayZcylopedia at your fingertips. It got thousands of hits on launch day (thx reddit) and now carries a regular few hundred users each day. There has been a little surge of interest recently, and I will overhaul & relaunch for the Standalone version of DayZ. Ad revenue so far: About two cents.

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Phew. Your turn. We know who some of you are. This is not an artwank thread, it is a place for people who have knuckled down, shipped product, and perhaps made some coin in the process, to show us what they have achieved. If you’ve got stuff up in a store somewhere, feel free to post links along with the full media treatment – press releases, pics, vids, reviews. Almost nothing is too spammy.

Oh hai.
So I make games with a friend of mine, Vaughan. I do the art, he does the code and we're called Bit Rave. We started the company about a year ago I guess. We wanted to make an anti-censorship spoof game when Australia had the ridiculous MA15+ rating system only, but as we started it the system was overturned so we decided to just start making some other games anyway and see what happens. We're making games in our spare time and hoping one day it will stop burning holes through our pockets and make some money.

http://crispe.net/Jelly-Run-Windows-8-Game
Jelly Run is our second game, and a much much bigger more thought out undertaking. It started out as a Super Meat Boyish standard controlled platformer, but tablet/phone directional controls SUCK so we made it an auto-runner like Canobault, Mega Run, Rayman Jungle Run etc. It's meant to be a stupid, cute, over the top, bouncy ride game. It is built in Unity and will be on Windows 8, Windows Phone, Android and iOS. There is currently a version available but DONT GET IT YET... we've overhauled it before PAX because it was too painfully difficult. The video on that page is also based off the old version but still looks mostly the same.

http://www.crispe.net/Smash-Mash-Monsters-Game
Smash Mash Monsters is our 3rd game which I started the art for aaaaages ago which I am pumped to work on because it will be more the style of game I want to play myself. It's a top down frantic character based touch puzzler. I've only got a teaser video I made for PAX on it at the moment unfortunately. Basically its set in a neighbourhood in an alternate world where energy and light are embodied by these little people called Glowbs. There are monsters popping up invading your house, stealing and killing the Glowbs and plunging the world back into darkness. Going to do some cool stuff where the world becomes lighter and darker, more dull or more colourful depending on how well you are playing the game etc. It is built in Unity and will be on Windows 8, Windows Phone, Android and iOS.

http://crispe.net/Dodo-Gogo-Windows-8-Game
Dodo Gogo we made really quickly when Microsoft invited us into the developer preview builds of Windows 8. Its really basic, and like Doodle Jump with power ups and a stupid dopey Dodo. Its coded in HTML5. Its been surprisingly popular, we've had 350,000 downloads and pretty much stayed above a 4 star rating for its duration. Think it was in the top games list for 125 days straight. Baffling.

/end spam

I’m a simple man. I like pretty, dark-haired women, and breakfast food.

i am wowed! just wondering if you guys are looking for any musos? i'd like to work on games some time to expand my skills, broaden my mind and portfolio, and hopefully also have a shit load of fun.

this offer also goes out to anyone else in here btw.

anyway i wish i had something to add that's on par with the work above but it's nothing close. i thought i'd share anyway.

i built my website entirely using notepad++. at one point i installed dreamweaver, couldn't figure it out, and decided to learn some more html and script stuff instead, and just type it out. so i installed npp and wrote it from scratch, adding some borrowed/amended php and other scripts in places. i learned how CSS works and what it does, a bit of PHP, how to make xml databases and pull data out of them, amongst other shit. it was so much fun that i decided to one day learn how to do stuff properly, but don't really have much time for that.

well anyway, it's not a game or some proper software or even advanced, really, but i'm still kinda proud :3

Noice juan Spicy. Your webdev skills are a few steps up from mine - I pretty much rip & mod other people's working code (and there are billions of cool frameworks these days that cater to exactly this level of skill). I couldn't write a line of CSS or PHP to save myself. So lazy.

There is a new version of Jelly Run online now if you're on Android. We're still patching in fixes and features from PAX feedback but this version is mostly there. Still working on getting new versions onto Windows 8, Windows Phone and iOS.

Spicy, you got a folio of music/sounds online somewhere?

I’m a simple man. I like pretty, dark-haired women, and breakfast food.

i work on a piece of mine and exploration software. some times it's horribly tedious (hello databases), other times it's really cool (working on our 3D visual environment). unfortunately there's more of the former than the latter.

visualisation of structural geology down a drillhole, something i helped work on:

"its kind of like crystal meth freebased in a bong full of foamed milk" | _soundcloud

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Noice juan Spicy. Your webdev skills are a few steps up from mine - I pretty much rip & mod other people's working code (and there are billions of cool frameworks these days that cater to exactly this level of skill). I couldn't write a line of CSS or PHP to save myself. So lazy.

Thanks! actually it's easier than you may think. so many resources online, coupled with a bit of experimentation..

i work on a piece of mine and exploration software. some times it's horribly tedious (hello databases), other times it's really cool (working on our 3D visual environment). unfortunately there's more of the former than the latter.

visualisation of structural geology down a drillhole, something i helped work on:

That looks pretty damn abstract haha. do the colours represent different things or how does it work?

Man i just tried PMing you 3 times and it keeps giving me an 'oh dear' screen. Bah!

anyway, yes, but mostly edm stuff (hence i would like to broaden my portfolio somewhat).. jump on soundcloud.com/mike-jules

Well next time you make more games perhaps you could just let me know and i'll whip up some music for ya (non-edm even). you don't have to use it if you don't like it, of course, but at least it would be good practice for me.

That looks pretty damn abstract haha. do the colours represent different things or how does it work?

the rock/earth below us occurs in layers. over time those layers get distorted/twisted, move around. as a consequence, a layer of something valuable (something with high gold value, for example) can become a very complicated shape underground, and structural geology is about trying to figure out what's happened and where the layer is/its extents.

when you drill a hole, the hole almost never goes straight. to model the drillhole, you get a series of angle measurements down the hole (azimuth and dip/inclination), that give you a reasonable mathematical representation of where it went (it's never 100% accurate).

when you pull the drill core out, those layers/features will show at various angles, both due to the direction the drillhole went, and the deformation over time. there are two angles that can be read off the core (alpha and beta) using a reference line.

so what you end up with is 4 angles at a given depth - 2 representing the drillhole direction, 2 representing the feature's relative direction. you use those 4 to figure out what the true feature direction was at that depth (or the apparent direction based on some arbitrary plane).

what you've got there in that image are triangles with one edge elongated past the triangle shape. the long edge represents the strike (basically the angle from north) of the rock feature at that point, while the triangle represents the angle it dips down. the colours are some sort of colour coding based on something at that depth - perhaps lithology, maybe an assay value. i think for that screenshot (which i made a few years ago) i may have used either the alpha or beta angles, which an actual geologist would never do, but it looked more interesting that way (if i'd used lithology, there might have been only 3 or 4 different colours).

and yes, i did write this to avoid doing some tedious database code. wohoo.

"its kind of like crystal meth freebased in a bong full of foamed milk" | _soundcloud

The Following 3 Users Say Thank You to compressed For This Useful Post:

I know next nahhhhthink about coding, but am enjoying a new challenge and have started Codecademy.

I can't really go into what we do with day job, but I have been lucky enough to see a couple of pre-sales concepts go all the way and be realised using our company's platforms. Which has been very rewarding and completely unexpected given the scope of our role.

Its full-functionality is down now, but it was a custom-video-generator to send to your mates featuring the hot chick we linked to. Very fun project to work on.

Have started a new project that I'm hoping to pour some effort into. A consultancy for crowdfunding your idea. Laugh all you want, but I think there's a lot of good ideas out there that could benefit from being able to pitch their concept more effectively. It looks like we'll be running a workshop in August on some practical tips on the same subject.

Need to tighten up my marketing though, as the leads-form has only generated drivel like this so far:

Thanks! actually it's easier than you may think. so many resources online, coupled with a bit of experimentation..

I think it's time to pull my finger out. I've got a little prototype cooking which is probably going to need a bunch of custom PHP to bring to life. The backbone of the site is plain old RSS but I can't find anything out there that does what I want it to.

the rock/earth below us occurs in layers. over time those layers get distorted/twisted, move around. as a consequence, a layer of something valuable (something with high gold value, for example) can become a very complicated shape underground, and structural geology is about trying to figure out what's happened and where the layer is/its extents.

when you drill a hole, the hole almost never goes straight. to model the drillhole, you get a series of angle measurements down the hole (azimuth and dip/inclination), that give you a reasonable mathematical representation of where it went (it's never 100% accurate).

when you pull the drill core out, those layers/features will show at various angles, both due to the direction the drillhole went, and the deformation over time. there are two angles that can be read off the core (alpha and beta) using a reference line.

so what you end up with is 4 angles at a given depth - 2 representing the drillhole direction, 2 representing the feature's relative direction. you use those 4 to figure out what the true feature direction was at that depth (or the apparent direction based on some arbitrary plane).

what you've got there in that image are triangles with one edge elongated past the triangle shape. the long edge represents the strike (basically the angle from north) of the rock feature at that point, while the triangle represents the angle it dips down. the colours are some sort of colour coding based on something at that depth - perhaps lithology, maybe an assay value. i think for that screenshot (which i made a few years ago) i may have used either the alpha or beta angles, which an actual geologist would never do, but it looked more interesting that way (if i'd used lithology, there might have been only 3 or 4 different colours).

and yes, i did write this to avoid doing some tedious database code. wohoo.

Damn, I remember in a former life, us undergrads were out in the field with a post grad showing us how to take dips and strikes. She didn't know shit, so we had to keep two sets of figures, hers and the real ones.

heh when i first started, i didn't have a clue about this industry...strike and dip would've met with blank stares (and probably did for the first few months).

when i finished uni i interviewed at a number of different places before landing here, and at the time i was of the mindset "just get a job, any job". so i applied for any graduate/junior programmer position, including at bunnings (back-end stock management systems written in cobol), the education department (database programming), in-house financial systems for small businesses, and line of business tools. compared to most of them, working on mining/exploration software is a lot more interesting and challenging (from a mathematical/algorithmic viewpoint), so i think i actually got lucky.

"its kind of like crystal meth freebased in a bong full of foamed milk" | _soundcloud

Do it! I want to get back into it as well, it's been a month since I looked at it. I'm starting with HTML, and then want to get stuck into Python. I've even gone as far as downloading a Python compiler.

I reckon if there's someone else egging us on it might make a difference.

It's longer term, but I'm also curious about what language to do after exhausting Codecademy.

I handed over a dashboard today with team and individual performance stats for NOC shift engineers presented in columns what change colour when they reach % target. Red is really shit. They're all red. No wonder these guys hate me.

I’ve cobbled a few websites together too (and lawdy, I am no web dev either). The one I’ll share is a shining example of something that is almost too nerdy for the nerd forum, and I’m getting those awks feels already. Anyway. In about my 300th hour of playing DayZ I started to want a better way of accessing game info, so I created http://www.dayzoverlay.com/

It’s nothing but a web page with some links on it, designed to be set as your Steam browser home page. In game, you just have to shift-tab and you’ve got the DayZcylopedia at your fingertips. It got thousands of hits on launch day (thx reddit) and now carries a regular few hundred users each day. There has been a little surge of interest recently, and I will overhaul & relaunch for the Standalone version of DayZ. Ad revenue so far: About two cents.

It's been a fun month for le DayZ Overlay. I wanted to update some of the resources, so I hit up reddit for suggestions. I got a little bit of interest, and added some requested overlay pages, but didn't get much in the way of new resources to add. The main thing lacking was a nice guide to scoped rifles. There are thousands of tutorials out there, but nothing in the way of a single, digestible page, which is what you need in the Steam overlay. So I did it myself - the first piece of original content on what is otherwise a site full of external links:

In terms of site exposure, this was an unforeseen jackpot. And I thought launch week back in January was big...

16k unique visitors this month and counting. Seems that everywhere a discussion starts on sniper rifles, someone is posting this link :') It's not like I'll be sustaining this traffic, so it's a matter of enjoying the 5 minutes of fame, and trying my best to keep the momentum going via :socialmedia: etc. Definitely an unexpected learning experience.

The site is starting to get a bit scrappy and inconsistent now that I'm adding more pages, so next on the list will be an effort at unifying the design.

Not entirely- I look after a portfolio of sites in the logistics & transport field (think carsales for trucks), & assumed (hopefully rightfully) that there was a gap in the market for a logistics job site.

Or a cheap one at least, Seek are thieves.

I'm set for the traffic to multiply tenfold this week, after implementing a sneaky tactic.